X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FProjectile.cs;fp=CarFire%2FCarFire%2FCarFire%2FProjectile.cs;h=e9fd47b2cc95b06eb8b5cbc379a1728e48b1cda3;hp=0000000000000000000000000000000000000000;hb=65c7b1983e25cd16f2e00b83f23542854e8345af;hpb=2069ccccbb9dc0007f36555862615e684e93a8b2
diff --git a/CarFire/CarFire/CarFire/Projectile.cs b/CarFire/CarFire/CarFire/Projectile.cs
new file mode 100644
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+++ b/CarFire/CarFire/CarFire/Projectile.cs
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+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Content;
+using Microsoft.Xna.Framework.Graphics;
+using Microsoft.Xna.Framework.Input;
+
+namespace CarFire
+{
+ ///
+ /// This class represents a projectile object that will be spawned whenever a player or a monster fires.
+ ///
+ public class Projectile
+ {
+ //Member Variables
+ Map theMap;
+ Vector2 velocity;
+ Texture2D projectileModel;
+ int damage;
+ int gridX;
+ int gridY;
+ //The pixel position should be the pixel position on the map. When a projectile is drawn
+ //these will have to be transformed to the coordinate system that the drawable screen is using.
+ int pixelX;
+ int pixelY;
+
+ ///
+ /// The Constructor for a projectile object.
+ ///
+ /// The map that this character will interact with
+ /// The model for this projectile
+ /// How fast the projectile moves
+ /// The starting X position in the map grid
+ /// The starting Y position in the map grid
+ /// The absolute X pixel position on the map
+ /// The absolute Y pixel position on the map
+ public Projectile(Map _currentMap,
+ Texture2D _projectileModel,
+ Vector2 _velocity,
+ int _gridX,
+ int _gridY,
+ int _pixelX,
+ int _pixelY)
+ {
+ theMap = _currentMap;
+ projectileModel = _projectileModel;
+ velocity = _velocity;
+ gridX = _gridX;
+ gridY = _gridY;
+ pixelX = _pixelX;
+ pixelY = _pixelY;
+ }
+ public void Update()
+ {
+ //See if something moved onto this projectile.
+ if(theMap.IsCellOpen(gridX, gridY))
+ {
+ //theMap.damageSquare(gridX, gridY, damage);
+ }
+ //If the projectile will be moving to a new grid position we need to check to see if it is occupied.
+ /*
+ if ((int)((pixelX + velocity.X) / theMap.gridToPixelRatio) != gridX || (int)((pixelY + velocity.Y) / Map.gridToPixelRatio) != gridY)
+ {
+ bool open = theMap.IsCellOpen((pixelX + velocity.X) / theMap.gridToPixelRatio, (pixelY + velocity.Y) / Map.gridToPixelRatio);
+ //If open just move this projectile there
+ //***Map doesn't need to know that this projectile is there because players/monsters are allowed
+ // to move into the path of projectiles.
+ if (open)
+ {
+ pixelX += (int)velocity.X;
+ pixelY += (int)velocity.Y;
+ gridX = pixelX / theMap.gridToPixelRatio;
+ gridY = pixelY / theMap.gridToPixelRatio;
+ }
+ //If the square isn't open then just damage whatever is there
+ //TODO: A projectile must be deleted after this happens
+ else
+ {
+ //theMap.damageSquare(gridX, gridY, damage);
+ }
+ }
+ */
+ //If it is not moving grid positions just increment pixelX and pixelY
+ else
+ {
+ pixelX += (int)velocity.X;
+ pixelY += (int)velocity.Y;
+ }
+
+ }
+ ///
+ /// This method will draw a projectile to the screen
+ ///
+ ///
+ /// The map X pixel position of the topLeft of the display
+ /// The map Y pixel position of the topLeft of the display
+ public void Draw(SpriteBatch spriteBatch, int topLeftX, int topLeftY)
+ {
+ spriteBatch.Draw(projectileModel, new Vector2(topLeftX - pixelX, topLeftY - pixelY), null, Color.White, 0, new Vector2(0f, 0f), 1f, SpriteEffects.None, 0);
+ }
+
+ ///
+ /// Basic getters and setters
+ ///
+ public int GridX { get { return gridX; } set { gridX = value; } }
+ public int GridY { get { return gridY; } set { gridY = value; } }
+ public int PixelX { get { return pixelX; } set { pixelX = value; } }
+ public int PixelY { get { return pixelY; } set { pixelY = value; } }
+ public Map TheMap { get { return theMap; } set { theMap = value; } }
+ public int Damage { get { return damage; } set { damage = value; } }
+ }
+}